Implementation of a Gamification Platform in a Master Degree (Master in Economics)

Juan Carlos Fernández-Zamora, Daniel Arias-Aranda

Abstract

Nowadays, educational platforms focus on offering content as well as covering the main needs of users. However, very few or almost none offers anything to improve the integration between users and the system. It is intended to use the thinking of games and the mechanics of games to solve these problems and motivate users.

An experiment has been carried out for this reason, in which an educational platform, created in a personalized way for the students of the Master in Economics of the University of Granada, becomes the day to day of these students, yielding results and Statistics on how to improve student motivation.


Keywords

learning; Gamification; motivation; games; case study

Full Text:

PDF EN

References

Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011, September). From game design elements to gamefulness: defining gamification. In Proceedings of the 15th International Academic MindTrek Con-ference: Envisioning Future Media Environments (pp. 9-15). ACM.

Djundubaev, R.; Opazo-Basaez, M.; Arias-Aranda, D. (2013): “Gamification from a Service marketing Perspective”, International Conference on Business Servitization”, Granada.

S. Basri , R. O'Connor; (2011) The Impact of Software Development Team Dynamics on the Knowledge Management Process; 23rd International Conference on Software Engineering and Knowledge Engineer-ing, USA, July 2011.

Nathan Baddoo , Tracy Hall; (2001) De-motivators for software process improvement: an analysis of practitioners views; The Journal of Systems and Software 66 (2003) 23–33.

Juho Hamari, Jonna Koivisto, Harri Sarsam; (2014) Does Gamification Work? — A Literature Review of Empirical Studies on Gamification; 47th Hawaii International Conference on System Science.

Mora, A., Riera, D., Gonzalez, C., Arnedo-Moreno, J.: ‘A Literature Review of Gamification Design Frameworks’; In 2015 7th International Conference on Games and Virtual Worlds for Serious Applica-tions (VS-Games). IEEE (2015), pp. 1–8.

Zoë Epstein; (2012) Enterprise Gamification for Employee Engagement, Ithaca College.

Van Roy, R., Zaman, B.: ‘Moving Beyond the Effectiveness of Gamification’; In Gamification Work-shop, CHI (2015).

Niklas Schrape; (2013) Gamification as Simulatization of the Real; Leuphana University 15-17th May 2013

Jitendra Maan; (2013) Social Business Transformation through Gamification; International Journal of Managing Information Technology, Vol.5, No.3, August 2013

Abstract Views

1670
Metrics Loading ...

Metrics powered by PLOS ALM

Refbacks

  • There are currently no refbacks.


 

Cited-By (articles included in Crossref)

This journal is a Crossref Cited-by Linking member. This list shows the references that citing the article automatically, if there are. For more information about the system please visit Crossref site

1. Protocol: Gamify a Subject without Advanced Technology
Cristina García Magro, María Luz Martín Peña, Eloísa Díaz Garrido
WPOM-Working Papers on Operations Management  vol: 10  issue: 2  first page: 20  year: 2019  
doi: 10.4995/wpom.v10i2.12662



This journal is licensed under a Creative Commons Attribution 4.0 International License.

Universitat Politècnica de València

e-ISSN: 1989-9068   https://doi.org/10.4995/wpom